Rotate quads: vertex or texcoord?

Mar 5, 2009 at 11:15am

Rotate quads: vertex or texcoord?

Hello,

I have a scene full of quads which have the same texcoord (exactly the same image and aspect) with blend enabled.

I would like these quads to be oriented in different direction.

Should I do this by rotating the quads themselves or their own individual texture coordinates,
and how can I do that?

Thank you.

#42677
Mar 5, 2009 at 5:13pm

rotate the quads, definitely.
andrew b. posted the formula ages ago, i used it on several of my pojects. its a little low level then simple rotatexyz, but using matrix>jit.gl.mesh>jit.op>jit.gl.reneder is most efficient and when you get comfortable with it. most powerful.
http://www.cycling74.com/forums/index.php?t=msg&goto=11619

#152783
Mar 5, 2009 at 5:14pm

this is the right link
http://www.cycling74.com/forums/index.php?t=msg&goto=116193
o, how i miss the list…

#152784
Mar 5, 2009 at 7:52pm

Ok. Many thanks Yair.
I’m going to study that.

#152785
Jan 2, 2013 at 11:29pm

Thank you!!

#152786
Jan 3, 2013 at 1:49am

I’ve done a jit.gen porting, maybe it could be improved…

– Pasted Max Patch, click to expand. –
#152787

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